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-
- 3D Demo ver 2.0
-
- By Toshiaki Tsuji
-
- 1. Introduction
-
- This is a program to demonstrate my Multi-Platform Graphics Library.
- This library is designed to be very portable. Currently DOS 32 bit, Windows,
- Win32, Game SDK and X Windows are supported. OS/2 version will be complete
- in future.
-
- This demo is a DOS version.
-
-
- 2. Files
-
- 3DDOS.EXE - Demo program for DOS.
- DOS4GW.EXE - DOS Extender.
-
- WHAZE.TBL - White Hazing lookup table.
- COLOR.TBL - Shading lookup table.
- BLEND.TBL - Blending lookup table.
-
- *.GIF, *.PCX - Texture file.
- *.FLI - Animated texture file.
-
- *.3DS,*.ASC,*.GEO,*.GEM - 3D Object file.
-
-
- 3. Running the program
-
- From DOS prompt, type
-
- C:>3DDOS <Filename>
-
- Filename is your config file. (*.cfg)
-
-
- 4. Command during program running
-
- Following key commands are available when a program is running.
-
- T - Switch to Texture Mapping Mode.
- S - Switch to Solid Color Mode.
- W - Switch to Wire Frame Mode.
-
- G - Switch to Gouraud Shading Mode.
- F - Switch to Flat Shading Mode.
- N - Switch to No Shading Mode.
-
- + - Reduce Transparency.
- - - Increase Transparency. ( Closer to invisible )
-
- UP ARROW - Look Down
- DOWN ARROW - Look Up
- Left ARROW - Look Left
- Right ARROW - Look Right
-
- A - Move Forward
- Z - Move Backward
-
-
- 4. Config file
-
- Config file is composed of 7 sections. Screen, Object, Material,
- Light, Camera, Background and Color Blending. They must appear
- in exactly this order.
-
- 4.1. Screen Section
-
- Screen section must appear as follow,
-
- SCREEN
- BEGIN
- MODE = 640x400x256
- DEBUG = NO
- VIEW DISTANCE = 200.0
- NEAR CLIP Z = 10.0
- DEPTH CUE = YES
- DEPTH SCALE = 100.0
- HAZE = YES
- HAZE FILE = ..\data\whaze.tbl
- HAZE SCALE = 80
- END
-
- MODE = Video Mode. Posible values are 320x200x256, 640x400x256, 640x480x256, 800x600x256,
- and 1024x768x256.
-
- DEBUG = If this item is YES, drawing will be done directly to Video Memory. (This is for
- Developer (me)). Always set to NO.
-
- VIEW DISTANCE = The distance from your eye to view plane.
-
- NEAR CLIP Z = Minimum Z distance that polygons to be visible.
-
- DEPTH CUE = Set YES if you want to add depth cueing. Otherwise set to NO.
-
- DEPTH SCALE = Scale factor for Depth Cueing. Smaller number makes depth cueing more
- visible. ( Intensity drops faster. )
-
- HAZE = Set YES if you want to add hazing (Fog). Otherwise set to NO.
-
- HAZE FILE = Haze look up table to use. Complete path name.
-
- HAZE SCALE = Scale factor for Hazing. Smaller number makes hazing more
- visible. ( More foggy. )
-
-
- 4.2. Object Section
-
- Object section must appear as follow,
-
- OBJECT
- BEGIN
- FILE = ..\data\king.gem
- POSITION = 0 0 500
- SCALE = 200
- MAX VISIBLE DISTANCE = 3000.0
- ROTATE = 2.5 3.1 2.3
- LOAD ALL = NO
- CLOCKWISE = NO
- END
-
- FILE = 3D Object file to load. Currently 3DS, ASC, GEO and GEM files are supported.
-
- POSITION = Position to place this object.
-
- SCALE = Scaling factor when file is loaded.
-
- MAX VISBLE DISTANCE = Maxmum distance for this object to be visible.
-
- ROTATE = Rotation speed. ( Degrees )
-
- LOAD ALL = Set to YES if you want to load all the objects in the file. ( If there are
- more than one.)
-
- CLOCKWISE = Set to YES if polygon must appear as clockwised.
-
-
- 4.3. Material Section
-
- Material section must appear as follow,
-
- MATERIAL
- BEGIN
- FILE = ..\data\checker.pcx
- TYPE = STATIC
- AMBIENT = 0 0 255
- MAP TEXTURE = YES
- U0 V0 = 0 0
- U1 V1 = 0 1.0
- U2 V2 = 1.0 1.0
- TRANSPARENT = NO
- END
-
- FILE = Texture mapping file. Currently, PCX, GIF, BMP and FLI/FLC files are supported.
-
- TYPE = If loading one of PCX,GIF&BMP files, set to STATIC. In case of FLI/FLC,
- set to FLIC. You will see animated texture.
-
- AMBIENT = Ambient color for this material. Red, Green, Blue values. ( 0-255 )
-
- MAP TEXTURE = Set to YES if you want to map texture coord other than the coord loaded from
- file. Sometimes 3D object file does not have texture coord, so this
- is required.
-
- U0 V0 = Texture map coord for vertex 0 ( First vertex of triangle ). ( 0 - 1.0 )
- U1 V1 = Texture map coord for vertex 1 ( Second vertex of triangle ). ( 0 - 1.0 )
- U2 V2 = Texture map coord for vertex 2 ( Third vertex of triangle ). ( 0 - 1.0 )
-
- TRANSPARENT = Set to YES, to make this material tramsparent. If transparent is ON,
- Hazing will not be visible.
-
-
- 3.4 Light Section
-
- Light section must appear as follow,
-
- LIGHT
- BEGIN
- FILE = ..\data\color.tbl
- POSITION = 0 0 0
- FOLLOW CAMERA = NO
- MAX INTENSITY = 63
- MIN INTENSITY = 0
- END
-
- FILE = Shade loook up table.
-
- POSITION = Position to place this light.
-
- FOLLOW CAMERA = Set to YES, if light is following camera.
-
- MAX INTENSITY = Maximum Intensity.
-
- MIN INTENSITY = Minimum Intensity.
-
-
- 4.5. Camera Section
-
- Camera section must appear as follow,
-
- CAMERA
- BEGIN
- POSITION = 0 0 0
- ANGLE = 0 0 0
- END
-
- POSITION = Position to place this camera. ( Your eye. )
-
- ANGLE = Initial angle of this camera. ( Your eye. )
-
-
- 4.6. Background Section
-
- Background section must appear as follow,
-
- BACKGROUND
- BEGIN
- FILE = NULL
- COLOR = 255 255 255
- END
-
- FILE = Background pixture file. If NULL, background is not loaded. Currently PCX,
- GIF and BMP files are supported.
-
- COLOR = RGB values of background color. 0-255 for each Red, Green and Blue.
-
-
- 4.7. Color Blending Section
-
- Color blending section must appear as follow,
-
- COLOR BLENDING
- BEGIN
- FILE = ..\data\blend.tbl
- END
-
- FILE = Color blending lookup table file.
-
-
- 5. Information
-
- If you have any comments, request or questions, please feel free to contact me.
-
- E-Mail - tsuji@cs.concordia.ca or tsuji@odyssee.net
- Tel - (514) 694-3681.
-
- I am planning to make a Graphics API for programmers. If you are interested, let me know.
-
- I hope you enjoy my demo!
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